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Author Topic: Procedural Generation - From random to something  (Read 346 times) Bookmark and Share
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Eiyeron
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« on: 02 May, 2012, 23:27:56 »
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Hey there!
I won't talk about projects, but more an idea, or a concept: Procedural Generation (PG for the non-noobs)
What is PG?
Procedural Generation is a tool into designing something that won't be fixed, or can change between levels/plays...
For example: Minecraft's world are procedurally generated: it uses random generation with some fixed rules (cannot have for example floating lava lakes Wink )

Here mine example: i'm a bit lazy, and I programmed a thing that gives me a map from a sketech I did. I did the shape, my prog gives me the geometry
Spoiler for BIIG PICTURE:
Made with blender, with this picture:
Spoiler for BIIIIIGGER PICTURE!!:
The 4 panels can be easily explained:
Top left : Height Map
Top right : vegetation density
Botttom Left: Height + water level
Bottom right : Final

It's made with Processing and [diamond square algoritm] and [Processing].

Here. Gives us your examples, your works! PG is a so big subject to talk about!
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Builderboy
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« Reply #1 on: 03 May, 2012, 02:35:16 »
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I wrote a terrain generation routine a while back in Axe, you can find more info about it Here.  It's pretty simple compared to yours though Tongue That looks pretty awesome!  I might suggest making the depth-map have a bit more effect, so you get stuff like mountains and valleys and stuff.  You could even do something like what minecraft used to do, and have 2 depth maps, one that is very coarse for large details like mountains and stuff, and a very fine one to give small details like the ground
« Last Edit: 03 May, 2012, 02:36:50 by Builderboy » Logged

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« Reply #2 on: 11 May, 2012, 22:32:43 »
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As you can see here, my program MC Land has a bit of procedural generation. There are trees, and as you go lower, dirt changes to stone, and different ores appear the deeper you go.
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